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	<title>Doc:2.6/Manual/Physics/Soft Body/Interior Forces - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Soft_Body/Interior_Forces&amp;diff=106299&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:45:27Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:45時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Soft_Body/Interior_Forces&amp;diff=106298&amp;oldid=prev</id>
		<title>2014年11月29日 (土) 07:13にwiki&gt;Urkokulによる</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Soft_Body/Interior_Forces&amp;diff=106298&amp;oldid=prev"/>
		<updated>2014-11-29T07:13:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.6|Doc:2.6/Manual/Physics/Soft Bodies/Exterior_forces|Doc:2.6/Manual/Physics/Soft_Bodies/Collisions}}&lt;br /&gt;
&lt;br /&gt;
= Interior Forces =&lt;br /&gt;
&lt;br /&gt;
[[File:Bsod-softbody-theory1.jpg|thumb|200px|right|Vertices and forces along their connection edges.]]&lt;br /&gt;
&lt;br /&gt;
To create a connection between the vertices of a Soft Body object there have to be forces that hold the vertices together. These forces are effective along the edges in a mesh, the connections between the vertices. The forces act like a spring. (''Vertices and forces along their connection edges'') illustrates how a 3×3 grid of vertices (a mesh plane in Blender) are connected in a Soft Body simulation.&lt;br /&gt;
&lt;br /&gt;
But two vertices could freely rotate if you don’t create additional edges between them. Have you ever tried building a storage shelf out of 4 planks alone? Well - don’t do it, it will not be stable. The logical method to keep a body from collapsing would be to create additional edges between the vertices. This works pretty well, but would change your mesh topology drastically.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bsod-softbody-theory2.jpg|thumb|200px|right|Additional forces with {{Literal|Stiff Quads}} enabled.]]&lt;br /&gt;
&lt;br /&gt;
Luckily, Blender allows us to define additional ''virtual'' connections. On one hand we can define virtual connections between the diagonal edges of a quad face ({{Literal|Stiff Quads}}, ''Additional forces with {{Literal|Stiff Quads}} enabled''), on the other hand we can define virtual connections between a vertex and any vertices connected to it’s neighbours ({{Literal|Bending Stiffness}}). In other words, the amount of bend that is allowed between a vertex and any other vertex that is separated by two edge connections.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Soft Body Edges Settings ==&lt;br /&gt;
[[File:Doc-26-Manual-Physics-Softbody-Edges-Panel.png|frame|right|{{Literal|Soft Body Edges}} panel.]]&lt;br /&gt;
The characteristics of edges are set with the {{Literal|Soft Body Edge}} properties.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Anable/Disable Soft Body Edges}}&lt;br /&gt;
: Anable/disable using the edges in a Mesh Object to act like springs.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Springs:}}:&lt;br /&gt;
; {{Literal|Pull}}&lt;br /&gt;
: The spring stiffness for edges (how much the edges are allowed to stretch). A low value means very weak springs (a very elastic material), a high value is a strong spring (a stiffer material) that resists being pulled apart. 0.5 is latex, 0.9 is like a sweater, 0.999 is a highly-starched napkin or leather. The Soft Body simulation tends to get unstable if you use a value of 0.999, so you should lower this value a bit if that happens.&lt;br /&gt;
; {{Literal|Push}}&lt;br /&gt;
: How much the Softbody resist being scrunched together, like a compression spring. Low values for fabric, high values for inflated objects and stiff material.&lt;br /&gt;
; {{Literal|Damp}}&lt;br /&gt;
: The friction for edge springs. High values (max of 50) dampen the {{Literal|Push}}/{{Literal|Pull}} effect and calm down the cloth.&lt;br /&gt;
; {{Literal|Plastic}}&lt;br /&gt;
: Permanent deformation of the object after a collision. The vertices take a new position without applying the modifier.&lt;br /&gt;
; {{Literal|Bending}}&lt;br /&gt;
: This option creates virtual connections between a vertex and the vertices connected to it’s neighbors. This includes diagonal edges. Damping also applies to these connections.&lt;br /&gt;
; {{Literal|Length}}&lt;br /&gt;
: The edges can shrink or been blown up. This value is given in percent, 0 disables this function. 100% means no change, the body keeps 100% of his size.&lt;br /&gt;
; ''Vertex Group'' for control {{Literal|Springs}}&lt;br /&gt;
: Use a specified vertex group for spring strength values.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Stiff Quads}}&lt;br /&gt;
: For quad faces, the diagonal edges are used as springs. This stops quad faces to collapse completely on collisions (what they would do otherwise).&lt;br /&gt;
; {{Literal|Shear}}&lt;br /&gt;
: Stiffness of the virtual springs created for quad faces.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Preventing Collapse ==&lt;br /&gt;
To show the effect of the different edge settings we will use two cubes (blue: only quads, red: only tris) and let them fall without any goal onto a plane (how to set up collision for plane is shown on the page [[Doc:2.6/Manual/Physics/Soft Body/Collisions|Collisions]]).&lt;br /&gt;
&lt;br /&gt;
{|align=right, valign=top&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-0001-2.49.png|thumb|200px|Frame 1 without {{Literal|Stiff Quads}}.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-0036-2.49.png|thumb|200px|Frame 36.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-0401-2.49.png|thumb|200px|Frame 401.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
In (''Without {{Literal|Stiff Quads}}''), the default settings are used (without {{Literal|Stiff Quads}}). The “quad only” cube will collapse completely, the cube composed of tris keeps it’s shape, though it will deform temporarily because of the forces created during collision. &lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{|align=right, valign=top&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-SQ-0001-2.49.png|thumb|200px|Frame 1 with {{Literal|Stiff Quads}}.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-SQ-0036-2.49.png|thumb|200px|Frame 36.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-SQ-0401-2.49.png|thumb|200px|Frame 401.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
In (''With {{Literal|Stiff Quads}}''), {{Literal|Stiff Quads}} is activated (for both cubes). Both cubes keep their shape, there is no difference for the red cube, because it has no quads anyway.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{|align=right, valign=top&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-BS-0001-2.49.png|thumb|200px|Frame 1 with {{Literal|Bending Stiffness}}.&amp;lt;br /&amp;gt;[[Media:Blender3D Quads-BE-Stiffness.blend|Blend file]]]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-BS-0036-2.49.png|thumb|200px|Frame 36.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-SB-BS-0401-2.49.png|thumb|200px|Frame 401.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
The second method to stop an object from collapsing is to change it’s {{Literal|Bending}} Stiffness. This includes the diagonal edges (Damping also applies to these connections).&lt;br /&gt;
&lt;br /&gt;
In (''With {{Literal|Bending}} Stiffness''), {{Literal|Bending}} is activated with a strength setting of 1. Now both cubes are more rigid.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{|align=right, valign=top&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-Bending-001-2.49.png|thumb|200px|Two planes going to collide.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-Bending-101-2.49.png|thumb|200px|No bending stiffness, Frame 101.]]&lt;br /&gt;
 |[[File:Blender3D QuadVSTri-Bending-high-101-2.49.png|thumb|200px|High bending stiffness (10), Frame 101.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Bending stiffness can also be used if you want to make a subdivided plane more plank like. Without {{Literal|Bending}} Stiffness the faces can freely rotate against each other like hinges (''No bending stiffness''). There would be no change in the simulation if you activated {{Literal|Stiff Quads}}, because the faces are not deformed at all in this example.&lt;br /&gt;
&lt;br /&gt;
Bending stiffness on the other hand prevents the plane from being - well - bent.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.6/Manual/Physics/Soft Bodies/Exterior_forces|Doc:2.6/Manual/Physics/Soft_Bodies/Collisions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:Soft bodies]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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